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Posted: Wed Sep 30, 2009 11:32 am
by One-Man-Bucket
Drizzo wrote:QUOTE (Drizzo @ Sep 29 2009, 11:03 PM) Good! Disprove my point, and you help me with my purpose
Only people who know what they're talking about would come forward to say that I'm wrong, which is exactly what needs to happen.
Take my rep as you will, I will butcher it as many times as it takes to get whatever point it is I have across.
C programmers just are not used to wrapping their emotions; rather they address the issue and point to it straightforwardly. You could say they lack class, and they cannot interprete other people's intentions well, but they will shift their positions, if even only bit by bit, if you can make them use their headers.
Posted: Wed Sep 30, 2009 11:43 am
by SpaceJunk
I strongly suggest marketing it to netbook users*. Allegiance is one of the few 3D action games that handles beautifully on the Intel Atom, and R5 won't bring any graphic improvements since the integrated intel graphics have no fancy stuff at all.
*With a stand alone screen plugged in, I mean.
Posted: Wed Sep 30, 2009 12:00 pm
by FreeBeer
One-Man-Bucket wrote:QUOTE (One-Man-Bucket @ Sep 30 2009, 08:32 AM) C programmers ... will shift their positions, if even only bit by bit
Isn't that more an ASM thing?

Posted: Wed Sep 30, 2009 1:09 pm
by SaiSoma
derfmancher wrote:QUOTE (derfmancher @ Sep 29 2009, 05:46 PM) I run zone alarm, and it works just fine with Allegiance.
zone alarm is a firewall, not an antivirus.
Posted: Wed Sep 30, 2009 7:35 pm
by Youngmoose
Just a question that the game servers could possibly answer. Pico just mentioned in a @BS nostalgia thread, that at times there were 1000+ players at a time on Allegiance. I am guessing this would have been on MS servers, but what would our infrastructure implications be for that kind of player activity? How many players could Planet, Solap, and GPZ handle at a time?
Posted: Wed Sep 30, 2009 8:55 pm
by FreeBeer
Plenty, actually. We're no where near capacity atm. It would certainly be a nice problem to have.

Posted: Wed Sep 30, 2009 9:01 pm
by Adept
Youngmoose wrote:QUOTE (Youngmoose @ Sep 30 2009, 10:35 PM) Just a question that the game servers could possibly answer. Pico just mentioned in a @BS nostalgia thread, that at times there were 1000+ players at a time on Allegiance. I am guessing this would have been on MS servers, but what would our infrastructure implications be for that kind of player activity? How many players could Planet, Solap, and GPZ handle at a time?
This was two years ago. It was fine.
Posted: Wed Sep 30, 2009 9:03 pm
by notjarvis
Adept wrote:QUOTE (Adept @ Sep 30 2009, 10:01 PM) This was two years ago. It was fine.
Not 1000 players total - 1000 player
online at once.
We have rarely got above 200 on-line in the 1 1/2 years I've been here....
Posted: Wed Sep 30, 2009 10:48 pm
by id3nt1ty
SpaceJunk wrote:QUOTE (SpaceJunk @ Sep 30 2009, 12:43 PM) I strongly suggest marketing it to netbook users*. Allegiance is one of the few 3D action games that handles beautifully on the Intel Atom, and R5 won't bring any graphic improvements since the integrated intel graphics have no fancy stuff at all.
*With a stand alone screen plugged in, I mean.
I agree. I started playing again specifically because it runs so wonderfully on my netbook. I've also found that slow connection speeds don't massively reduce my game play experience (unless you have a pack mule carrying your packets over the mountains) which means I can play at uni or in a coffee shop - until it closes...
Posted: Thu Oct 01, 2009 12:46 am
by MrChaos
It's absolutely fine I use a mobile modem and get pings in 60s some days